Paladin
Base Class: Paladin

Death is normal, inevitable, and not something to be feared. It is being forgotten that is the true ultimate death. People live, they die and through our memories they continue to live on.

"Even a forgotten god needs someone to remember them, only in the story they live."

Unforgotten Spells

An Oath of the Unforgotten paladin loses previously gained oath spells and instead gains the following Oath of the Unforgotten spells at the paladin levels listed.

Paladin Level Spells
3rd sanctuary, unseen servant
5th calm emotions, spiritual weapon
9th speak with dead, spirit guardians
13th divination, freedom of movement
17th legend lore, contact other plane

Channel Divinity

An Oath of the Unforgotten paladin of 3rd level or higher gains the following two Channel Divinity options.

Destined Death. You have marked a destined death of a creature for its impending doom. As a bonus action, you mark a creature you can see within 10 feet of you. For 1 minute, it gains a penalty for its AC equal to your Proficiency bonus. Your attacks to a marked creature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Precious Life. You put a divine protection on your ally's fate. As a reaction, when a creature you other than you which you can see reach 0 hit point or die instantly, the creature to fall to 1 hit point instead.

Aura of Remembrance

You and creatures you choose within 10 feet of you have advantage on Intelligence and Wisdom saving throws while you are conscious. In addition, they are immune to effects that alter or suppress their memories while they're within the aura.

At 18th level, the range of this aura increases to 30 feet.

An Everlasting Promise

Starting at 15th level, you made a promise to keep the stories alive. As long as you live, their stories will never be forgotten. You gain temporary hit points equal to 1d6 + half your paladin level (round up) if you end your turn in combat and you aren’t incapacitated.

Life and Death Companions

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

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